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Sambo J

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About Sambo J

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    Nightmare Marine

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  1. When I was about 8 years old Shareware Doom released. The only stable internet connection was at my local university, so I casually walked into their computer lab in the middle of the day to download it & I was busted on the internet by a staff member. I really wanted a copy bad & straight up told them I was about to download Doom onto their computer & transfer it to floppy disks to take home... There was a weird pause... & then they told me they wanted a copy too! They downloaded it onto their home computer instead, & transferred it onto brand new floppy disks for me. I was one happy chappy! If you were around for the Shareware release, it'd be great to hear how you managed to get a copy because there's usually some shady story behind it!
  2. Sambo J

    Doom 2 E1M1 Hangar

    It was just a midi that seemed to flow a little better than some of the others I was thinking of using. I was going to use the original E1M1 midi but I figured this map is different so I used a different midi. I edited the original Doom inter.midi, just removed the harsh modified sine wave synth (the same notes are still in the near-pure sine bass line) & sped the tempo a bit. It sounds better than doing the same thing to the E1M1 midi in my opinion. If anyone wants to use it in their own projects they're more than welcome.
  3. Sambo J

    Doom 2 E1M1 Hangar

    I'm a bit surprised that this Doom 2 imported & expanded E1M1 map is getting a steady amount of downloads. I haven't seen any negative comments on the alterations & larger experience I added to the most classic 3D level of all time. I never claim credit for other peoples work, I just wanted to expand Shareware Doom with Doom 2 assets, keep it looking original, and give advanced gameplay to the classic experience. Maps are art, just like Sprites & code. I was expecting some brutal comments about my additions but I didn't get any at all, which is great, but won't help me improve! haha If the map receives 1000 downloads, I'll continue the Shareware Doom experience expanded to Doom 2 with the next map. If that gets 1000 downloads, I'll keep repeating until a new megawad of Shareware levels are complete for Doom 2. In the meantime, I have a new project to aspire to :) Happy hunting!
  4. Sambo J

    Light Sources Stopped Casting Light

    This sounds like software conflict, finding the source could be a pretty big challenge if a different application is disabling dynamic lighting. I'd try checking to see if your graphics card has changed any settings for the applications during it's last update, check both OS & Nvidia/Ati settings. If still nudda, re-install the latest version of gzdoom. Hope you get it sorted.
  5. Sambo J

    Doom 2 E1M1 Hangar

    I mentioned that if this map got more than 100 downloads I'd fix the yellow key door for people using launchers other than GZDoom. Well, it got more than 100 so I've updated the map to v1.1 with an adjustment to force that silly yellow door to do as it's told ;P Have fun! Big thanks to all the feedback & comments, it always helps!
  6. Sambo J

    What "other" sourceports do you frequently use?

    I remember Doom95 dropping my PC's fps to almost 0. The visual upgrade was big magic at the time. GZDoom with the old graphics & game-play settings are my favorite these days, it seems to have the least amount of compatibility issues.
  7. Sambo J

    My first two wads

    There's always people who expect releases to be 100% done & dusted, but that's not always what this forum is about. There are a lot of people here with a vast amount of knowledge that can help people to maximize the potential of their projects. For new levels it's best to get them finished in your eyes, then upload for game testers asking for any of their recommendations for changes & refinements. It makes the timing of your map upload irrelevant to any scrutiny & allow time to address any concerns people may have. For first maps this doesn't really matter very much, but if you're dedicating a lot of time to a megawad it will help a lot to get community input along the way to assist in making it pleasing to the masses. Then save the perfected maps for your megawad release. You've pretty much done this already, these forums are generally here to help people. The only other forum (which you probably don't need) is the editing questions one. You're on the right track, just keep doing what you do & have fun.
  8. Sambo J

    My first two wads

    There's no debate whether or not you should have posted it, you definitely should have! I've seen plenty of maps since the 90's and these are better than half of them.
  9. Sambo J

    My first two wads

    If these are your first 2 maps then you have some serious talent. There's a lot of design features you've figured out in your build time that advanced mappers still haven't figured out to this day. You've clearly tested the entirety of the game-play & created an interesting and completeable adventure in your first maps, that deserves congratulations in my opinion! You've got a good grasp of most of the techniques & skills required to make some very interesting material. My advice would be to create a small adventure of your own before making your next map & build it using the oldest Doom format available. This will give you a bit more time to work on the texturing & environmental effects like varying floor & ceiling height for aesthetics. Easy to do as you build your way through a level because the older formats have less features. I recommend checking out John Romero's rules of level design, they're still the most widely used & accepted methods because they look realistic & nobody can change that =P You've definitely got the basics more than covered & you'd make some great levels in the future. Just don't overwhelm yourself with map size & multi-functionality, designing a good flowing adventure creates the best experiences and you've shown that you do it in your level design. Everything can be refined, these are great exactly as they are. Very good quality for first maps ever made.
  10. Sambo J

    Doom 2 E1M1 Hangar

    This map replaces the first map in Doom2. You should be able to drag & drop the .wad file onto the GZDoom executable application & when GZDoom launches select Doom II, run it & you should be good to go! (edit) The GZDoom launcher has a resource setting to disable auto-load, make sure this box is checked.
  11. I've noticed Chocolate Doom is picking up errors that PrBoom+ doesn't. Sounds like Chocolate Doom is the way to go, although I haven't tried configuring Dosbox to Doombuilder before so I might test the two on my next mapping session.
  12. Hello! What is the best launcher to bug-test new vanilla Doom maps? I'm looking for the most sensitive vanilla Doom launcher to test new levels with my Doom map editor. Chocolate Doom appears to be the best replication for bug-testing that I have used so far.
  13. Sambo J

    Doom 2 E1M1 Hangar

    Found something odd here. The imported map is still requesting data from shareware Doom, but it's only limited to some of the computer textures that are in shareware Doom & not the retail version. Weird because the imported map is the non-shareware version, I needed to use it because the very first secret in the game doesn't exist in the shareware wad. I can modify it if I need to in the future, still very handy to have :) thanks again!
  14. Sambo J

    Doom 2 E1M1 Hangar

    I removed a lot of impassible line definitions to expand movement around the map, those crates were a little "may as well open this route too" moment that turned into a saving grace. I kept it for deathmatch use & nightmare par time runners. Doom E1M1 world record is only 7 seconds so I tried to double it for Doom 2. The blue door & yellow door are identically programmed, it has to be a red herring for every other door to work but not that one. The yellow key door still works in PRBoom after opening it from the opposite side & then grabbing the yellow key. PrBoom is also modifying the .wad file and removing all secret sectors. A lot of weird stuff is expected given the amount of different software for editing & running Doom, let alone the data importing & modifications required to even make this map exist. It runs flawlessly in GZDoom so I have to recommend it for this map. Thanks for all your help! People usually get paid for that xD
  15. Sambo J

    Doom 2 E1M1 Hangar

    This is the first I've heard about this. I have no idea about them being discouraged. My idea behind the map was based on "Go2it" & how it expanded Map01 from Doom2. Although I wanted to mimic sector design right down to the floor heights & even the sector vertices to make it look as OG as possible.
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